- Health bar on back; broken into sections to make it more readable
- stasis bar on back; geometrically different from hp bar as it is circular; also broken into sections
- Clear headings in menu: inventory, map
- Menus are easy to use and everything is usually only one or two button presses away
- Distinct bright colours are used to signify interactable objects; blue for interactable now and orange for interactable later
- Icons are distinct and minimalist
- Icons become overlayed with words when the player approaches them; the words clearly describe any actions that the player can do, along with the button needed to press
- Ammo count appears somewhere on the gun when aiming; more immersive; keeps the player eye in the centre of the screen
- UI adapts to controller button prompts whenever a controller is connected
- Aiming reticles are unique for each gun and clearly show the player an accurate representation of where they will damage
- Menus (RIG and shop) use a very easy to use grid structure when laying out items
- Objectives pop up in easy to read bullet point format, and they don’t overstay their welcome
- Audio files appear in the RIG and display relevant info like elapsed time; their is also a prompt to press a button to end the audio, if the player wishes
- The button prompt to interact with an object, such as a cupboard, appears on the object as the player approaches it
- Navigation becomes easier with the button that quickly draws a line on the floor in the direction of the objective